Game device and image processing device

ABSTRACT

To provide an image processing device, image processing method, and data processing method for a game device providing novel game features. In a multiple-player game device  1  comprising mutually coupled input mechanisms  31 , it is possible for a game to be played by fewer people than the aforementioned number of players, by using a portion of the input mechanisms  31 , the coupling of the input mechanisms other than the input mechanisms used by the fewer number of players being disengaged in cases where a game is played by a fewer number of players.

RELATED APPLICATION

The present application is a divisional application of U.S. patentapplication Ser. No. 11/080,451, filed Mar. 16, 2005 now abandoned,which is a divisional application of U.S. patent application Ser. No.10/396,460, filed Mar. 26, 2003, now U.S. Pat. No. 6,923,723, which is acontinuation application of U.S. patent application Ser. No. 09/422,655,filed Oct. 22, 1999, now abandoned.

BACKGROUND OF THE INVENTION

1. Field of the Invention

The present invention relates to a game device and an image processingdevice.

2. Description of the Related Art

(1) Firstly, in the prior art, two-person game devices having inputmechanisms for two people, whereby two players aim to score points in aco-operative or competitive fashion are known. A game device of thiskind is designed such that it can be used as a one-person game device incases where there is only one player.

However, in multiple-person game devices of this kind, which aredesigned in such a manner that the respective input devices are mutuallycoupled, if the device is used, for example, as a one-person gamedevice, then the input device which is not being used by the player willalso move. There are no conventional game devices which take account ofthe danger of the fact that the input device not being used by theplayer is coupled to the input device that is being used by the player.

(2) Secondly, conventionally, there exist devices wherein two operatingmeans which are mutually coupled are operated respectively by two peoplepositioned facing each other. When making a game device based on thismodel, it is necessary to provide display means for displaying the stateof operation of the device.

However, if a game device is designed in such a manner that it isoperated by two players positioned facing each other, as describedabove, then it is necessary to provide two display means if displaymeans are to be provided in front of the players so that they can beviewed easily by the players. Moreover, if it is attempted to managewith one display means only, then it is necessary to provide the displaymeans at a position other than one in front of the players, thereforemaking it more difficult for the players to see the display means.

Moreover, when making a game device based on this model, if an inputmechanism is provided which comprises an operating section operated by aplayer, at one end thereof, and an support section which is axiallysupported such that it can reciprocally with respect to the main body ofthe device, at the other end thereof, and if this input mechanism islocated in a position corresponding to the physical characteristics ofthe player, then the display area of the display means may be concealedby the support section of the input mechanism, if the position of thedisplay area is not also raised accordingly. On the other hand, if theposition of the display area is made too high, a problem arises in thatthe device as a whole becomes too large and moreover, the player willhave to look upwards at the display means, and hence it becomes moredifficult for the player to see the display area.

(3) Thirdly, conventionally, there is also known a two-person gamedevice which comprises a pair of input mechanisms operated respectivelyby two players, whereby the two players aim to score points in aco-operative fashion. In a game device of this type, the input from oneplayer is independent of the input from the other player, and hence eachplayer is able to make his or her desired input regardless of the inputmade by the other player.

However, in a conventional two-person game device, the respective pointscapability of each of the two players as individuals has a largeinfluence on the points score achieved when two people play a game,whilst the degree of co-operation or teamwork between the two playershas little influence on the points score.

(4) Fourthly, conventionally, there is also known an image processingdevice whereby images of a three-dimensional model viewed from aspecified viewpoint are displayed as a two-dimensional projection. In animage processing device of this kind, a sense of three-dimensionalitycan be applied to the image by creating object shadows, and thepositional relationship between two objects can be conveyed to a viewerby forming the shadow of one object on another object. However, in somecases, depending on the position in which the shadow is formed, theshadow may conceal the object, for example, or it may be formed outsidethe display area of the screen, thereby making it impossible to depict asense of three-dimensionality.

(5) Fifthly, in the field of game devices, there exist devices whereinimages modeled on certain objects are displayed on display means, andthe players play a game by performing various operations with respect tothese objects. If the objects comprise, for example, a land surface anda moving object, then it is sometimes necessary, in terms of thecharacteristics of the objects, for certain conditions to be satisfiedfor an input to be made, for instance, the moving object is not able toleap through the air for a second time unless it has first landed on theland surface. However, in some cases, in a game device provided with animage processing device displaying images, wherein objects in a virtualthree-dimensional space are viewed from a specified viewpoint, ondisplay means, it may be difficult to comprehend the precise positionalrelationship between objects.

Therefore, if a player thinks that the moving object has landed andmakes an input for causing the moving object to jump, but the movingobject has not in fact landed yet, then the game device will not acceptthe input. Consequently, since the input made by the player is notaccepted by the device, the player will feel increased stress during thegame, causing his or her enjoyment of the game to diminish.

(6) Sixthly, there exist game devices wherein the game content includesthe action of having to avoid contact between obstacles and the objectcontrolled by the player. In a game device of this kind, in some cases,obstacles moving over the land surface are avoided by, for example,causing the object to jump above the land surface. Here, since theamount of time the object remains in the air after jumping is limited,the amount of time for which it is able to avoid an obstacle is alsolimited. Therefore, if the obstacles become large in size, or therelative speed between the obstacles and the object controlled by theplayer becomes low, it may become impossible to avoid obstacles, even ifthe player causes the object to jump at optimum timing.

(7) Seventhly, in an image processing device, in some cases, an objectmoving through a virtual space must be displayed on the display means insuch a manner that a second action in a series of actions including afirst action and a second action is performed when the object is in aspecified position. In this case, the period of time taken for theobject to reach the aforementioned specified position from the currentposition thereof varies depending on the speed at which the object ismoving, and the like. Therefore, it can be seen that if the speed of theobject is high, the time period from starting the first action until thesecond action is performed is shortened, whilst if the speed of theobject is low, then the object can be caused to perform the secondaction at the specified position by slowing down the action of theobject.

However, there is a risk that if the time period from the objectstarting the first action until it performs the second action increasesor decreases, then an unnatural image will result. On the other hand, ifthe action is performed at a uniform time period, then the position atwhich the object should start the first action will vary depending onthe speed of the object, and the like, and hence it cannot be defined ina universal manner.

(8) Eighthly, in an image processing device applied in a fighting game,chase game, or the like, in some cases, a third object (such as anobstacle, missile, or the like) is thrown or fired by a first object(enemy character) at a second object (player's character). In this case,the time period taken for the third object to reach the second objectafter it has been fired from the first object varies depending on thespeed of the third object, the speed of the second object, and thedistance between the first object and second object.

However, the time period taken for the third object to reach the secondobject after being fired from the first object greatly affects the levelof difficulty of the game, and by changing this time period, it ispossible to make the game more easy or more difficult than necessary.Here, if the speed of the second object and the distance between thefirst object and the second object are adjusted in order to match thistime period to the level of difficulty of the game, then the image willbecome unnatural.

(9) Ninthly, there exist game devices having a game content whichinvolves the player selecting one of a specified set of choices. Forexample, in a vehicle-based game, junction points may be provided on acourse and the player is made to select one or other course. This gamedevice is programmed in such a manner that if the player selects thecorrect course, then this has a beneficial result, and if the playerselects the wrong course, then this has a disadvantageous result.

Here, a method may be used whereby, if the player has not made aselecting operation, then the vehicle is caused to veer off the course,for example. Moreover, if the player does not enter a valid operationfor the selecting operation, then a scene may be depicted where, forinstance, the vehicle crashes into an obstacle provided between thebranches of the course.

However, if a scene of this kind is created, then a control program forsame and further programs and data for depicting the destruction of thevehicle will be required, hence increasing the operational load on thegame device, as well as taking up memory in the game device andincreasing the information processing load in the game.

(10) Tenthly, some game devices are provided with means for displayingpoints, and when a specified points deduction event occurs, a number ofpoints corresponding to that event is deducted, and if the remainingpoints total reaches zero, the game is ended. However, if a major pointsdeduction event occurs during a game, for example, then a situation mayarise where a number of points that is larger than the remaining pointstotal is deducted in one step, thereby causing the game to end suddenly,even though the player thought that he or she had sufficient pointsremaining. This type of situation may cause distrust or stress in theplayer with respect to the game.

In particular, if the loss of points is depicted by pictorial changerather than by a gauge, then in many cases it may be difficult for theplayer to comprehend accurately the remaining points total in the gameand the points reductions corresponding to individual points deductionevents. Consequently, the player may experience distrust or stress ifthe game ends suddenly.

SUMMARY OF THE INVENTION

It is an object of the present invention to provide a game devicecomprising novel approaches relating to game playability, and to animage processing device, image processing method, data processing methodand medium relating to same. More particularly, the objects of thepresent invention are listed in the paragraphs below.

(1) A first object of the present invention is to provide a game devicefor multiple players which gives a high level of safety in cases where agame device designed in such a manner that respective input devices aremutually coupled is used by fewer people than the aforementioned numberof multiple players.

(2) A second object of the present invention is to provide a game devicemodeled on a machine wherein two mutually coupled operating means areoperated respectively by two players facing the operating means, or agame device comprising input mechanisms having operating sectionsoperated by a player, at one end thereof, and support sections supportedaxially with respect to the main body of the device, at the other endthereof, and display means on which the game contents are displayed,wherein the display means formed by a screen is readily visible by theplayers.

(3) It is a third object of the present invention to provide a gamedevice incorporating new game characteristics, whereby the degree ofco-operation or teamwork displayed by two players can be reflected intheir points score.

(4) It is a fourth object of the present invention to provide an imageprocessing device whereby screen images of objects can be displayed ondisplay means in such a manner that the positional relationship betweentwo objects is readily comprehensible.

It is a further object of the present invention to provide an imageprocessing device which is capable of altering the positions of shadowsaccordingly, when the positional relationship between two objects andthe viewpoint has changed.

(5) It is a fifth object of the present invention to provide a gamedevice whereby, even if an input is made when the input conditions for aspecified operation are not satisfied, the input can be accepted, withina specified range of error, in such a manner that the player does notexperience stress during the game.

(6) It is a sixth object of the invention to provide a game devicewhereby obstacles can be avoided, or such avoidance can be made easier,by increasing the relative speed between an obstacle and an objectcontrolled by a player, in certain situations.

(7) It is a seventh object of the invention to provide an imageprocessing device which is capable of initiating a specified sequence ofoperations at a correct timing, regardless of the state of the game,such as the positional relationship, relative speed, and the like, of afirst object and a second object.

(8) It is an eighth object of the present invention to provide an imageprocessing device or game device whereby a body fired from a firstobject towards a second object is displayed in such a manner that itreaches the second object after a fixed time period, even if thedistance between the first object and second object and the speed of thesecond object are not uniform.

(9) It is a ninth object of the present invention to provide a gamedevice whereby the load on the memory device and processing device canbe reduced, by means of a simple design.

(10) It is a tenth object of the present invention to provide a gamedevice whereby the player can be informed reliably that the game isabout to end imminently, thereby reducing the stress on the player.

In order to achieve the aforementioned objects, the present applicationdiscloses multiple-player game device having input mechanisms which areoperated by a plurality of people and are mutually coupled, wherein agame can be played by a smaller number of people than the plurality ofpeople, by using a portion of the input mechanisms, and when a game isplayed by the smaller number of people, the coupling to input mechanismsother than the input mechanisms used by the smaller number of players isdisengaged.

The present application further discloses embodiments in which the inputmechanisms other than the input mechanisms used by the smaller number ofplayers are fixed, when a game is played by the smaller number ofpeople.

The present application discloses a game device modeled on a mechanismwherein two mutually coupled operating means are operated respectivelyby two people positioned facing to the means, comprising one displaymeans for displaying images relating to the operation of thesemechanisms, and two operating means which can be operated by two playerslocated in positions whereby they are facing in the same directiontowards the display means.

The present application discloses a game device comprising inputmechanisms having an operating section operated by a player, at one endthereof, and a support section supported axially with respect to themain body of the device, at the other end thereof, and display meansdisplaying the contents of a game, the display means being provided in aposition on the support section side as viewed from the operatingsections of the input mechanisms, such that it faces towards theoperating section side, wherein the operating sections of the inputmechanisms perform a reciprocal movement about a central position higherthan the support sections, and the display screen of the display meansis inclined in a gravitational direction.

The present application discloses a multiple-player game device,comprising input mechanisms operated respectively by a plurality ofplayers, wherein the input mechanisms comprise means whereby a singleinput result is generated by a combination of operations performed bythe plurality of players.

The present application discloses a multiple-player game devicecomprising judging means for judging a combination of operationsperformed by a plurality of players via input mechanisms, and processingmeans for implementing a single game processing sequence on the basis ofthis combination of operations.

The present application discloses a data processing method for a gamedevice, comprising a judging step for judging a combination ofoperations performed by a plurality of people via input mechanisms, anda processing step for implementing a single processing sequence on thebasis of this combination of operations.

The present application discloses an image processing device forimplementing processing whereby images of a first object and a secondobject in a virtual three-dimensional space as viewed from a specifiedviewpoint are displayed on display means, comprising: shadow formingmeans for forming a shadow of the first object on the surface of thesecond object, within a specified range whereby an observer is able toperceive the positional relationship between the first and secondobjects; and shadow changing means for restoring the shadow to aposition within the specified range, when the position of the shadow hasmoved outside the specified range.

The present application discloses embodiments in which the shadowforming means sets a light source in the virtual three-dimensional spacein such a manner that a shadow is formed within the specified range,and, in cases where the position of the shadow has moved beyond thespecified range, due to the fact that the position of the light sourcehas changed with respect to the first object, second object andviewpoint, the shadow changing means causes the light source to moveinside the range by moving the light source further in the directionthat it has moved.

The present application discloses embodiments in which the specifiedrange is in a position in an approximate sideways direction, as observedfrom the viewpoint, from a vertical line linking the first object to theplane of the second object.

The present application discloses embodiments in which the specifiedrange is in a position between 45 degrees to the front right and 45degrees to the rear right, or 45 degrees to the rear left and 45 degreesto the front left, as observed from the viewpoint, from a vertical linelinking the first object to the plane of the second object. The presentapplication further discloses embodiments in which the plane on thesecond object is a broad flat plane simulating a land surface, and ascene is depicted wherein the first object jumps and falls from thevicinity of the plane of the second object onto the plane in anapproximately perpendicular direction.

The present application discloses an image processing method fordisplaying, on display means, images depicting a first object and asecond object in a virtual three-dimensional space as viewed from aspecified viewpoint, comprising a shadow forming step for forming ashadow of the first object within a specified range on the surface ofthe second object whereby the positional relationship between the firstand second objects can be perceived; and a shadow changing step forrestoring the shadow to a position within the specified range, when theposition of the shadow has moved outside the specified range.

The present application discloses a game device comprising imageprocessing means whereby a first object simulating a first physical bodyand a second object simulating a second physical body are provided in avirtual three-dimensional space, and an image of same as observed from aspecified viewpoint is displayed on display means, wherein it is acondition for a certain input that the positional relationship betweenthe first physical body and the second physical body is in a specifiedstate, with regard to the characteristics of the physical bodies, andwhen an operation for the aforementioned input is made, that input isaccepted also in cases where the positional relationship differs fromthe specified state within a certain range thereof.

The present application discloses embodiments in which the first objectis a land surface, the specified viewpoint is set in a position higherthan the land surface, and the specified state of the positionalrelationship is a state where the second object is in contact with theland surface.

The present application discloses a data processing method for a gamedevice whereby a first object simulating a first physical body and asecond object simulating a second physical body are provided in avirtual three-dimensional space, and an image of same as observed from aspecified viewpoint is displayed on display means, wherein it is acondition for a certain input that the positional relationship betweenthe first physical body and the second physical body is in a specifiedstate, with regard to the characteristics of the physical bodies, andwhen an operation for the aforementioned input is made, that input isaccepted also in cases where the positional relationship differs fromthe specified state within a certain range thereof.

The present application discloses a game device comprising game contentswhereby a first object is withdrawn for a fixed period of time by anoperation implemented by the player, in such a manner that the firstobject does not contact a second object, wherein the relative speedbetween the first object and second object is increased in specifiedcases, whilst the first object is withdrawn.

The present application discloses embodiments in which the specifiedcases are cases where contact between the first object and the secondobject cannot be avoided unless the relative speed is increased.

The present application discloses embodiments in which the specifiedcases are cases where the first object and the second object aretravelling the same direction, or cases where the second object islarger than a further second object in the game.

The present application discloses embodiments in which the relativespeed is increased only in cases where the input for making thewithdrawal operation is performed at a suitable timing.

The present application discloses a data processing method for a gamedevice, comprising: an input receiving step for receiving a withdrawalinput whereby a first object is withdrawn for a fixed period of time insuch a manner that the first object does not contact a second object;and an accelerating step for increasing the relative speed between thefirst object and the second object in specified cases, whilst the firstobject is withdrawn.

The present application discloses an image processing device whereby afirst action, and a second action carried out when a first object and asecond object are in a specified positional relationship, are displayedon display means, the first action being started in such a manner thatthe second action is started after a fixed time period from the start ofthe first action.

The present application discloses an image processing device whereby afirst action, and a second action carried out when a first object and asecond object are in a specified positional relationship, are displayedon display means, comprising: setting means for setting the requiredtime period from the start of the first action until the second actionis performed; time period calculating means for calculating the periodof time taken for the first object and the second object to assume thespecified positional relationship, on the basis of the relative speedbetween the first object and the second object, and the distance betweenthe first object and the second object; judging means for judgingwhether or not this time period is equal to the aforementioned requiredtime period; and action initiating means for initiating the first actionon the basis of the result from the judging means.

The present application discloses is an image processing method wherebya first action, and a second action carried out when a first object anda second object are in a specified positional relationship, aredisplayed on display means, comprising: a setting step for setting therequired time period from the start of the first action until the secondaction is performed; a time period calculating step for calculating theperiod of time taken for the first object and the second object toassume the specified positional relationship, on the basis of therelative speed between the first object and the second object, and thedistance between the first object and the second object; a judging stepfor judging whether or not this time period is equal to theaforementioned required time period; and an action initiating step forinitiating the first action on the basis of the result from the judgingstep.

The present application discloses an image processing device whereby animage of a body moving from a first object towards a second object isdisplayed on display means, comprising: second object positioncalculating means for calculating a set period of time from the bodystarting movement from the first object until it reaches the secondobject, and calculating the position of the second object after the setperiod of time has elapsed, from the speed of the second object; speedcalculating means for calculating the speed of the body from thecalculations and the current position of the first object.

The present application discloses an image processing device whereby animage of a body moving from a first object towards a second object isdisplayed on display means, wherein the speed of the body is changedappropriately such that the period of time from the body startingmovement from the first object until it reaches the second object isconstant, regardless of the speed of the second object, and thepositions of the second object and the first object.

The present application discloses an image processing device whereby animage of a body moving from a first object towards a second object isdisplayed on display means, comprising: second object positioncalculating means for calculating a set period of time from the bodystarting movement from the first object until it reaches the secondobject, and calculating the position of the second object after the setperiod of time has elapsed, from the speed of the second object; speedcalculating means for calculating the speed of the body from thecalculations and the current position of the first object.

The present application discloses a game device comprising game contentswherein players make a selection from specified options, the selectionoperation by the players being implemented by a combination ofoperations performed by a plurality of players, and an option that isdisadvantageous to the players being selected if the players do notperform a selection operation, or do not perform a valid selectionoperation.

The present application discloses a data processing method in a gamedevice comprising game contents wherein players make a selection fromspecified options, an option that is disadvantageous to the playersbeing selected if the players do not perform a selection operation, ordo not perform a valid selection operation.

The present application discloses a game device comprising pointsdeducting means for deducting a specified number of points correspondingto points deduction events occurring during a game, and points deductiondisplay means for providing specified displays on the basis of thepoints deduction status, wherein the points deducting means deducts asmaller number of points than the specified number of points, in caseswhere the end of the game is imminent, due to shortage of points.

The present application discloses a game device comprising pointsdeducting means for deducting a specified number of points correspondingto points deduction events occurring during a game, and points deductiondisplay means for providing specified displays on the basis of thepoints deduction status, wherein, in cases where it will be unable tocontinue the game if the specified number of points are deducted on thebasis of a points deduction event occurring in a state where theremaining points score is higher than the minimum points level requiredto continue playing the game, the points deducting means deducts pointsup to the minimum points level required to continue playing.

The present application discloses embodiments in which the pointsdeducting means displays pictures corresponding to the players' currentpoints score.

The present application discloses a data processing method in a gamedevice comprising points deduction display means for providing specifieddisplays on the basis of the points deduction status in a game, whereinspecified numbers of points to be deducted are determined respectivelyfor points deduction events, but if the end of the game is imminent, anumber of points smaller than the specified number of points to bededucted, corresponding to a points deduction event occurring during thegame, are deducted.

The present application discloses a game device comprising the imageprocessing devices discussed above.

The present application discloses a medium storing programs forimplementing the image processing method or data processing methodaccording to any one of the methods discussed above.

Here, a storage medium is a medium which stores information (principallydigital data and programs) by physical means of some kind, and enablesspecified functions to be implemented in a processing device, such as acomputer, special processor, or the like. Any medium may be used,provided that programs can be downloaded into a computer, by means ofsome kind, and specified functions can be implemented in the computer.Examples of such a medium include: a flexible disk, fixed disk, magnetictape, magneto-optical disk, CD, CD-ROM, CD-R, DVD-RAM, DVD-ROM, DVD-R,PD, MD, DCC, ROM cartridge, RAM memory cartridge with battery back-up,flash memory cartridge, non-volatile RAM cartridge, and the like.Moreover, it also includes cases where data is transferred from a hostcomputer via a wired or wireless communications circuit (public circuit,data line, satellite circuit, etc.). The Internet is also included inthis description of a storage medium.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a left-hand side view of the external composition of a truckgame, which is a game device according to a first embodiment of thepresent invention;

FIG. 2 is a right-hand side view of the aforementioned game device;

FIG. 3 is a front view of an input device of the aforementioned gamedevice;

FIG. 4 is a front view of a display device of the aforementioned gamedevice;

FIG. 5 is a rear view of an input device of the aforementioned gamedevice;

FIG. 6 is a rear view of a display device of the aforementioned gamedevice;

FIG. 7 is a plan view of the aforementioned game device;

FIG. 8 is an under view of the aforementioned game device;

FIG. 9 is a partial enlargement of a plan view showing the mechanicalcomposition of an input device of the aforementioned game device;

FIG. 10 is a right-hand side view illustrating the operating method andmechanical composition of an input device of the aforementioned gamedevice;

FIG. 11 is an enlargement of a handle section from an input device ofthe aforementioned game device;

FIG. 12 is a block diagram showing the basic composition of a controldevice for the aforementioned game device or an image processing deviceaccording to the first embodiment of the invention;

FIG. 13 is a flowchart whereby the aforementioned game device implementsa jump operation;

FIG. 14 shows oblique views of an object approaching a plane in avirtual space: (a) shows a case where no object shadow is displayed and(b) shows a case where a shadow of the object as formed on the plane isdisplayed;

FIG. 15 shows oblique views of the shadow of an object formed on a planein a virtual space: (a) shows a case where a light source is provided onthe viewpoint side of the object; (b) shows a case where a light sourceis provided on the opposite side of the object as observed from theviewpoint; and (c) shows a case where a light source is provided to oneside of the object;

FIG. 16 is a flowchart whereby the aforementioned image processingdevice implements shadow formation processing by shadow forming means;

FIG. 17 is a plan view showing the position of a light source when theimage processing device according to the first embodiment of the presentinvention implements shadow formation processing: (a) shows the rangewithin which the light source should be positioned; (b) shows a casewhere the light source is outside this range; and (c) illustrates amethod for moving the light source in a case where the light source isoutside this range;

FIG. 18 is an oblique view showing a sequence of images displayed whenan object is made to jump vertically with respect to a plane, in a casewhere a light source is placed in a position similar to that illustratedin FIG. 15( c);

FIG. 19 is a diagram showing cases where a truck is in contact with theground, and where a truck is near the ground but not in contact with theground, in the aforementioned game device: (a) shows a case where theviewpoint is located close to the land surface and (b) shows a casewhere the viewpoint is located above and to the rear of the truck;

FIG. 20 is a flowchart showing a procedure whereby the aforementionedgame device implements subsequent jump processing;

FIG. 21 is a left-hand side view showing a truck moving along rails on aland surface having an indentation therein;

FIG. 22 is a flowchart whereby the aforementioned game device implementsobstacle acceleration processing;

FIG. 23 is a flowchart whereby the aforementioned image processingdevice implements timing adjustment processing;

FIG. 24 is a flowchart for implementing difficulty level adjustmentprocessing;

FIG. 25 is a diagram illustrating the operation implemented by theaforementioned game device when a truck performs a course selectionoperation;

FIG. 26 is a flowchart whereby the aforementioned game device implementscourse selection processing; and

FIG. 27 is a flowchart whereby the aforementioned game device implementspoints reduction display processing.

DESCRIPTION OF THE PREFERRED EMBODIMENT

Below, an embodiment of the present invention is described withreference to the drawings.

Summary of Game Device

FIG. 1 is a left-hand side view of the external composition of a truckgame, which is a game device according to a first embodiment of thepresent invention; FIG. 2 is a right-hand side view of theaforementioned game device; FIG. 3 is a front view of an input device ofthe aforementioned game device; FIG. 4 is a front view of a displaydevice of the aforementioned game device; FIG. 5 is a rear view of aninput device of the aforementioned game device; FIG. 6 is a rear view ofa display device of the aforementioned game device; FIG. 7 is a planview of the aforementioned game device; FIG. 8 is an under view of theaforementioned game device; FIG. 9 is a partial enlargement of a planview showing the mechanical composition of an input device of theaforementioned game device; FIG. 10 is a right-hand side viewillustrating the operating method and mechanical composition of an inputdevice of the aforementioned game device; and FIG. 11 is an enlargementof a handle section from an input device of the aforementioned gamedevice. As shown in FIG. 1, the game device 1 according to the presentinvention comprises a main unit 2 and a playing platform 3. A processingdevice comprising a central processing unit, and the like, for carryingout game processing is installed in the main unit 2. The main unit 2also comprises a screen display section 23 forming display means 13 fordisplaying the state of the game, this screen display section 23 beingin an upright position inclined towards the rear when viewed from thefront face of the game device. The playing platform 3 is provided withinput devices, described hereinafter, which can be mounted by twoplayers. The main unit 2 and playing platform 3 are electricallyconnected by a cord, in such a manner that input signals from the inputdevices are transmitted to the main unit 2.

The playing platform is also provided with two handles 31 which aremutually coupled and operated respectively by the players' hands, andtwo pedals 32, which are operated respectively by the players' feet. Thehandles 31 are respectively supported by a support section 311 at oneend thereof, and are formed into a T-shaped handle 313 forming theoperating section of the handle at the other end thereof. Motive forcetransmitting means 315 is supported by an axle between the supportsection 311 and the operating section 313, thereby transmitting motiveforce generated by operation of the handle 31 to other sections of thegame device.

The pedals 32 have a rectangular plate shape and are designed in such amanner that a switch is turned on when the player presses down on thepedal with one foot.

Summary of Game

Next, an outline or a game played by two players using this game device1 is described. When a player inserts a coin, in coin slot 50, andenters a specified command for starting the game, a game screen isdisplayed on the screen display section 23 of the game device main unit2 and the game starts. The game screen shows a two-dimensionalprojection of a scene wherein two parallel rails are laid on a landsurface (or in the air, on a water surface or in water) provided in avirtual three-dimensional space, and a four-wheeled truck (players'truck) driven by characters representing the players (players'characters) is running along these rails.

On the rails in the forward direction of travel of the players' truck, acharacter representing an enemy of the players (enemy character), who isholding a jewel, is fleeing in a similar truck (enemy truck). The enemycharacter implements a variety of attacks on the players' characters,but if, under the control of the players, the players' characters evadethese attacks and are able to catch up with the enemy truck and takepossession of the jewel, then they can win the game. If the players'characters are not able completely to avoid the attacks of the enemy andif they collide with various obstacles, then they will gradually losepoints and the players' truck will gradually break apart, and when theplayers' truck is finally destroyed, the remaining points total willbecome zero and the game will end.

If a player moves the handle 31 upwards and downwards, imparting apaddling action to the truck, then the players' truck is able to catchup with the enemy truck, and is also able to avoid obstacles, such assharks, or the like, approaching from behind. If the handle 31 is movedupwards and downwards quickly, then the speed of the players' truck canbe quickened accordingly. Moreover, if the track is going up an incline,or if a shark has taken hold of the rear end of the truck, then thehandles 31 become heavier to operate.

When a player steps on the pedal 32, if only one of the two players hasstepped on the pedal, then the wheels on the side of the players' truckwhere the pedal 32 has been pressed lift up. Here, the lifted state ofthe wheels is maintained for as long as the pedal 32 continues to bepressed. Thereby, if there is an obstacle lying on one of the rails, forexample, then that obstacle can be avoided by causing the wheels to liftup whilst the truck is passing that point. When the input to the pedal32 is cancelled, the raised wheel returns to the original rail. In asituation where the two players press on the pedals 32 simultaneously,the truck jumps upwards in the virtual space, to a specified height.Obstacles can be avoided by means of this method. After the truck hasjumped, the truck falls according to a specified force of gravity andlands back on the rails again.

Structure of Game Device (1)(2)

As FIG. 10 shows, the left and right-side handles 31 are connectedrespectively via motive force transmitting means 315 to left andright-side cranks 33, which are designed in such a manner that they canbe rotated in the same direction by moving the handles 31 up and down.The left and right-side cranks 33 can be rotated (together with crankshafts 36) respectively about the same axis as left and right-sideclutches 34, and left and right-side principal gears 35, the cranks 33and principal gears 35 being engageable and disengageable by means ofthe clutches 34, 34. The left and right-side principal gears 35 engagerespectively with left and right-side small gears 38, 38 fixed onto anidle shaft 37. A large pulley 39 is fixed to the idle shaft 37 coaxiallywith the small gears 38, in such a manner that it rotates at the samespeed as the small gears 38. Moreover, the large pulley 39 is connectedvia a belt to a small pulley 40, and the rotating shaft of this smallpulley 40 is connected to a rotational speed sensor and brake, which arenot illustrated in the diagram.

As shown in FIG. 11, a microswitch 52 for engaging and disengaging theclutches and levers 316 for operating this microswitch 52 are providedin the operating section of each handle 31. When a player takes hold ofthe operating section of the handle 31 together with a lever 316, themicroswitch turns on, and clutch 34 on the side that is being heldengages. When the player releases the handle 31, the lever 316 returnsto its original position, the microswitch 52 turns off, and the clutch34 disengages.

Next, the action of this handle mechanism will be described. In a casewhere the two handles 31 and levers 316 are held by players, such thatboth the left and right-side clutches 34 are connected, the rotationalforce applied to the right-side crank 33 will be transmitted via theright-side clutch 34, right-side principal gear 35 and right-side smallgear 38, to the idle shaft 37. The rotation of the idle shaft 37 is thentransmitted via the principal pulley 39 and the belt to the small pulley40, and moreover, it is also transmitted via the left-side small gear38, left-side principal gear 35, and left-side clutch 34, to theleft-side crank 33.

Furthermore, if, for example, the left-side clutch 34 is disconnectedand only the right-side handle 31 is driven, then only the right-sidecrank 33, right and left-side principal gears 35 and small gears 38, thelarge pulley 39 and the small pulley 40 will rotate, whilst theleft-side crank shaft 36 will not rotate. In particular, in thisembodiment, by fixing the crank shaft 36 on the side where the clutch 34is disengaged (in this case, the left-hand side), the left-side handle31 is fixed and cannot be operated.

The handles 31 are able to swing upwards and downwards about a supportsection 311, and this swinging movement is converted into rotation ofthe cranks 33. The motive force transmitting means 315 are supported atthe lower end thereof by the cranks 33, and at the upper end thereof bythe handles 31. The range of the swinging movement of the handles 31 isrestricted by the diameter of the cranks 33.

This game device is modeled on a two-passenger truck, as displayed onthe screen display section 23, and by providing two handles 31 alignedin the same direction, it is possible for two players to operate thehandles 31 in positions facing in the same direction towards the screendisplay section 23, thereby making the screen display section 23 readilyvisible to the players.

The supporting sections for the handles 31 are set in a low position,and consequently, the operating sections of the handles 31 move back andforth about a central position which is higher than the supportingsections. Furthermore, the screen display section 23 is inclined in theopposite direction to the operating sections. Therefore, the screendisplay section 23 can be seen readily by the two players. When thisgame device is used as a one-player game device, the player selects anyone of the two handles 31, and when he or she operates this handle, thetruck moves through the virtual space under the drive of that handlealone. In this case, the handle that is not being used by the player isnot coupled to the handle in use, since the clutch 34 is disengaged, andmoreover, a brake (not illustrated) is applied to that handle in such amanner that it cannot be moved.

In this embodiment, an electronic game device modeled on a truck drivenby operating handles was used as an example of a multiple-player gamedevice having a plurality of input mechanisms which are mutuallycoupled, but the present invention is not limited to this, and can beapplied to a wide range of game devices, for example, game devicesmodeled on a multiple-passenger vehicle which is driven by a pluralityof people pressing on pedals, or game devices modeled on a boat or canoedriven by a plurality of people operating oars or paddles.

Internal Composition

FIG. 12 is a block diagram showing the basic composition of a controldevice for a game device according to the present embodiment. The gamedevice in the present embodiment comprises a game device control section10, input device 11, output device 12, display means 13, and speaker 14.The input device 11 comprises a handle, jump pedal and clutch lever, asdescribed above, and it may also have a viewpoint change switch (notillustrated in the diagram). The output device comprises a brake 120,clutch 121 and various lamps 122. The display means 13 consists of animage display device, such as a video monitor, projector, or the like.The game device control section 10 comprises a CPU (central processorunit) 101, as well as a ROM 102, RAM 103, sound device 104, input/outputinterface 106, scroll data computing device 107, co-processor (auxiliarycalculating device) 108, terrain data ROM 109, geometrizer 110, shapedata ROM 111, drawing device 112, texture data ROM 113, texture map RAM114, frame buffer 115, image synthesizer 116, and D/A converter 117.

The CPU 101 is connected via a bus line to the ROM 102, which storesspecified programs, and the like, the RAM 103, which stores data, thesound device 104, input/output interface 106, scroll data computingdevice 107, co-processor 108, and geometrizer 110. The RAM 103 functionsas a buffer, and is used for writing various commands (display object,and the like) to the geometrizer 110, and writing matrices whencalculating conversion matrices, and the like. The input/outputinterface 106 is connected to the aforementioned input device 11 andoutput device 12, whereby operating signals from the handle, or thelike, forming the input device 11 are input to the CPU 101 as digitalquantities, and signals generated by the CPU 101 and the like can beoutput to the output device 12. These signals include various flagsignals.

The sound device 104 is connected via a power amplifier 105 to a speaker14, and a sound signal generated by the sound device 104 is poweramplified and then supplied to the speaker 14 forming the sound outputdevice.

In the present embodiment, the CPU 101 is devised in such a manner that,on the basis of a program stored in the ROM 102, it reads in operatingsignals from the input device 111 and terrain data from the terrain dataROM 109 or shape data from the shape data ROM 111 (comprisingthree-dimensional data for “objects, such as player's vehicle, enemyvehicle, etc.” or “background, such as path of travel, terrain, sky,structures, etc.”), and performs behavioral calculations (simulations)for the truck, such as judging impacts (collisions) between the terrainand the truck, judging impacts between obstacles and the truck, and thelike.

This calculation of the truck's behaviour simulates the movement of thetruck in a virtual space in accordance with the operating signals inputby the players via the input device 11, and after the co-ordinate valuesin the three-dimensional space have been determined, a conversion matrixfor converting these co-ordinate values to a viewpoint co-ordinatessystem is supplied to the geometrizer 110, along with shape data (forthe truck, terrain, and the like). The terrain data ROM 109 is connectedto the co-processor 108 and therefore previously determined terrain datais transferred to the co-processor 108 (and the CPU 101). Theco-processor 108 principally serves to judge impacts between the terrainand the truck, and it mainly undertakes floating-point calculationsduring this judgment process and the truck behavior calculations.Consequently, since impact (collision) judgement relating to the truckand terrain is carried out by the co-processor 108, the judgment resultstherefrom being supplied to the CPU 101, the calculational load on theCPU is reduced and the aforementioned impact judgment processing can becarried out more quickly. The geometrizer 110 is connected to the shapedata ROM 111 and the drawing device 112. Polygon shape data(three-dimensional data for trucks, terrain, background, and the like,comprising each vertex thereof) is previously stored in the shape dataROM 111, and this shape data is transferred to the geometrizer 110. Thegeometrizer 110 performs a perspective conversion of the specified shapedata by means of a conversion matrix supplied by the CPU 101, therebyyielding data converted from a three-dimensional virtual spaceco-ordinates system to a viewpoint co-ordinates system.

The drawing device 112 applies texture to the converted viewpointco-ordinates system shape data, and outputs the resulting data to theframe buffer 115. In order to apply texture to the data, the drawingdevice 112 is connected both to the texture data ROM 113 and texture mapRAM 114, and to the frame buffer 115. Polygon data refers to relative orabsolute co-ordinate data groups for each vertex of a polygon consistingof a plurality of vertices (principally, a three or four-sided shape).The aforementioned terrain data ROM 109 stores polygon data defined inrelatively coarse terms, which is sufficient for carrying out impactjudgments for the truck and terrain. The shape data ROM 111, on theother hand, stores polygon data which is set in more precise terms andrelates to the shapes constituting the screen images of the truck,background, and the like. The scroll data computing device 107 computesdata for scrolling screens, such as text, or the like, and thiscomputing device 107 and the aforementioned frame buffer 115 areconnected, via the image synthesizer 116 and the D/A converter 117, tothe display device 13. Thereby, the polygon screen images (simulationresults) of the truck, terrain (background), and the like, storedtemporarily in the frame buffer 115 are synthesized with scrollingscreen images of text information, such as speed, danger warnings, andthe like, according to a specified priority, thereby generating finalframe image data. By converting this image data to an analogue signal atthe D/A converter 117 and transferring to the display device 13, gameimages are displayed in real time.

Jump Processing (3)

Next, the processing implemented inside the computer of this game devicewill be described. As stated above, when a player operates the handle31, the corresponding input data is read in by the control section 10,and a view of the players' truck running along the rails is displayed onthe display means 13. If the speed of the handle 31 operation increases,then the speed of the truck also increases and if the handle 31 slowsdown, the truck also slows down.

A flowchart for implementing a jump operation when a player presses on ajump pedal is illustrated in FIG. 13. Firstly, if the control section 10has judged that a jump pedal input has been made by a player (stepS301), then it also determines whether or not both the left and theright-side pedals have been pressed respectively by the two players, atthe same time (step S302). If the left and right-side pedals have bothbeen pressed simultaneously, then processing is implemented whereby aview of the truck jumping directly in the air, without leaning to oneside, is displayed on the display means, the truck landing again after afixed period of time (step S303).

On the other hand, if only one pedal has been pressed, then the controlsection 10 displays on the display means 13 a view wherein the truckleans to one side and only the wheels on the side where the pedal hasbeen pressed are raised in the air (step S304). Here, if the controlsection 10 has judged that there has been an input to the other pedal,before the input to the pedal already pressed has ceased (step S305),then processing is implemented whereby a view of the truck jumping inthe air whilst leaning to one side is displayed on the display means,the truck landing again after a fixed period of time (step S306).

If the other pedal is not pressed, then the inclined state of thevehicle at step S304 is maintained as long as the input to thepreviously pressed pedal is maintained, and when the control section 10has judged that the input to the previously pressed pedal has ceased(step S307), then processing is implemented whereby the raised wheelsdrop down and the truck returns to a parallel course (step S308), thisimage being displayed on the display means 13.

In order to carry out this processing, it is necessary, for instance,for the two players both to press on the jump pedals when they want tomake the truck jump in the air. Moreover, if it is necessary to lift upthe wheels on only one side of the vehicle, for example, in courseselection processing as described below, then after the wheels which areto be on the ground have landed (after the player on the side of thegrounded wheels has released the jump pedal), the other player mustpress the jump pedal for the wheels which are to be lifted in the air.Therefore, since a single operation is carried out by means of acombination of actions implemented by more than one person, there existoperations which cannot be performed by the actions of one player alone,and therefore the game device requires co-operation and teamwork in theplayers.

Shadow Formation Processing (4)

In this game device, the truck may jump above the surface of the ground(or water), and as illustrated in FIG. 14, if the shadow of the truck isformed on the land surface (FIG. 14( b)), it is easier to comprehend thepositional relationship between the truck and the land surface (whetheror not the truck is touching the ground or raised in the air) comparedto a case where no such shadow is formed (FIG. 14( a)).

Furthermore, if the shadow is formed on the far side of the object asobserved from the viewpoint (if the light source is provided on theviewpoint side of the object), then when observed from the viewpoint,the movement of the object and the movement of the shadow will appear tobe the same movement, and hence the positional relationship between theobject and the land surface will become difficult to understand (seeFIG. 15( a)). Also, if the shadow is formed on the viewpoint side of theobject (if the light source is provided on the far side of the object asobserved from the viewpoint), then when the object is displayed in thefront portion of the screen, the shadow may fall outside the screenarea, and hence the positional relationship between the object and theland surface will become difficult to comprehend (see FIG. 15( b)).

Therefore, the shadow is formed within a region extending, from avertical line between the truck and the land surface, in a horizontaldirection (FIG. 15( c)) as observed from the viewpoint of between 45degrees to the right front and 45 degrees to the right rear, or 45degrees to the left front and 45 degrees to the left rear (hatchedregions in FIG. 17( a)).

FIG. 16 shows a flowchart for implementing shadow formation processingusing shadow forming means. The players' truck is located in the frontportion of the virtual space (close to the viewpoint) displayed on thescreen, and it is progressing towards the rear of the screen (away fromthe viewpoint) along rails laid on a land surface. If a shadow is formedwithin a region between 45 degrees to the front right and 45 degrees tothe rear right, or 45 degrees to the front left and 45 degrees to therear left, then shadow forming means sets the light source (parallellight source) in a position above the truck, and within a regionextending from a vertical line between the truck and the land surface ina horizontal direction as observed from the viewpoint, in other words,between 45 degrees to the rear left and 45 degrees to the front left or45 degrees to the front right and 45 degrees to the rear right. Thecontrol unit 10 calculates a shadow image on the basis of the positionof the light source and causes this shadow image to be displayed on thedisplay means (step S401).

After setting the position of the light source, when a fixed period oftime has elapsed (step S402), the control section 10 judges whether ornot it is still necessary to display a shadow (step S403). If thedisplay itself is terminated, because the game ends, or if there aredark areas on the course and the truck passes through one of theseareas, then the control section 10 determines that no shadow display isrequired, and it skips the corresponding routine. If it is necessary todisplay a shadow, then the control section 10 checks whether or not thelight source has moved outside the aforementioned restricted range (stepS404). If it is within the aforementioned restricted range, then thecontrol unit 10 returns to step S402, and waits for a fixed time periodto elapse.

If the light source has deviated outside the aforementioned restrictedrange (FIG. 17( b)), then the position of the light source is moveduntil it is in a position inside the restricted range (step S405). Here,if, for example, the course taken the truck bends to the right withoutthe light source provided in the virtual space having moved, then from aviewpoint positioned to the rear of the truck, the light source willappear to have moved in a leftward direction. If this causes the lightsource to move outside the restricted range, then it may be possible torestore the position of the light source by moving it to the right, butby so doing, the direction of movement of the shadow will alter coursesuddenly and may produce an unnatural effect. Therefore, in the presentembodiment, the position of the light source is brought within therestricted range by moving the light source further to the left (FIG.17( c)).

If a parallel light source is provided in such a position and a scene isdisplayed wherein an object jumps up vertically from a flat land surfaceand then lands again, the object and shadow will respectively performreciprocal movements in a linear path, and a viewer will be able readilyto perceive the position at which the object and shadow meet (in otherwords, the position where the object lands) (see FIG. 18). Consequently,it becomes easy to perceive the timing at which the object lands,thereby making it possible to provide an image processing device wherebysuch information is readily understood by the viewer when applied in agame device where an object must land before it can make a subsequentjump.

Subsequent Jump Processing (5)

In this embodiment, once the truck has jumped it is not able to jumpagain until it has landed. However, whilst it is easy to tell if theobject is in contact with the ground when the viewpoint is at almost thesame height as the land surface (FIG. 19( a)), it is not possible to seethe point of contact between the object and the land surface when theviewpoint is positioned above the object, and therefore it becomesdifficult for the player to perceive accurately whether or not theobject has landed (FIG. 19( b)). Therefore, a jump input is permittedeven when the truck has not landed completely, provided that it is at orbelow a fixed height. FIG. 20 is a flowchart showing a procedure forimplementing subsequent jump processing after the truck has jumped. Inorder to perform a subsequent jump, it is necessary for the truck toland first on the land surface, but in this embodiment, a certaintolerance is allowed in this respect, since it is not possible toperceive the positional relationship between the truck and the landsurface precisely.

If the processing means recognizes that the two players have pressed ontheir respective jump pedals simultaneously (step S501), then theprocessing device determines whether or not the truck is in contact withthe land surface, or whether or not the height of the truck from theland surface is within a previously specified jump input tolerance range(step S502).

If, as a result of this judgement process, the distance from the truckto the land surface is too large, then the jump input is ignored (stepS503), and jump processing is not carried out until a further jump inputis made. If, on the other hand, the distance between the truck and theland surface is within the jump input tolerance range, even if it is notactually completely in contact with the ground, then jump processing iscarried out (step S504).

By means of this processing, a jump input can be accepted even in caseswhere the truck bounces to some extent, due to indentations in the landsurface (or rails) (see FIG. 21). Since the players may sometimes beunable to perceive that the truck is bouncing, this processing makes itpossible to eliminate stress on the players, in a similar manner to thesubsequent jump processing.

Obstacle Acceleration Processing (6)

In cases where the truck is presented with an obstacle, if the obstaclemoves suddenly towards the truck from a position in front of the truck,then since the relative speed thereof is high, the obstacle can beavoided if the truck is made to jump, or the like, with good timing.However, if, for example, an obstacle approaches the truck suddenly frombehind, then the relative speed between the truck and the obstacle willbe low, and since the time period for which the truck can be withdrawninto the air by jumping is limited, it is not possible to avoid theobstacle, even if the truck is made to jump with good timing. Also, ifan obstacle is large and therefore takes a long time to pass, it willalso be impossible to avoid the obstacle. Therefore, in the presentembodiment, obstacles can be avoided by causing the obstacles toaccelerate during the time that the truck and obstacles pass each other.

FIG. 22 shows a flowchart for implementing this obstacle accelerationprocessing. Firstly, when the player implements a jump operation (stepS601), it is judged whether or not there exists an obstacle which thetruck cannot avoid making contact with before it lands after the currentjump operation, on the basis of the relative speed of the truck andobstacle, the size of the obstacle, and the distance between the truckand obstacle (step S602).

If there is an obstacle that cannot be avoided, then it is determinedwhether or not a collision with the truck can be avoided by acceleratingthe obstacle in question to a fixed speed (step S603). The degree towhich the obstacle is accelerated is set at the least to a level wherebythe obstacle can be avoided if the timing of the jump is good, but itmay also be set to a larger acceleration, depending on the level ofdifficulty of the game.

If it is judged that a collision cannot be avoided even if the obstacleis accelerated, then it is determined that the jump timing was poor, andthis processing is exited without accelerating the obstacle. If it isjudged that a collision can be avoided by accelerating the obstacle,then processing for accelerating the obstacle is carried out (stepS604).

Timing Adjustment Processing (7)

In the truck game device according to the present embodiment, asituation may arise where enemy characters cut down a tree standingclose to the rails such that it forms an obstacle to the truck of theplayers' characters. In this case, a fixed period of time is requiredfrom the enemy character raising an axe (first action) until the axefalls (second action), whilst the distance that the enemy character canadvance within that time, depends on the speed of the character.Therefore, a problem arises of which position the enemy character shouldraise the axe so that it reaches a specified position (position wherethe tree is standing) when it falls.

FIG. 23 shows a flowchart for the implementation of timing adjustmentprocessing by an image processing device applied to a game deviceaccording to the present embodiment. Firstly, a fixed time period forthe enemy character to perform the necessary actions, in other words,the period of time required from the enemy character raising the axe(first action) until the axe falls (second action) is read in frompreviously specified data, and this value is taken as T (step S701).

Next, the time period required for the enemy character to move from itscurrent position to a position where it can carry out the second action(position where a tree is standing by the side of the rails) isdetermined from (distance from enemy character to tree by side ofrails)÷(current speed of enemy character), and this value is taken as T2(step S702). This value T2 is then compared with the value of T (stepS703), and if the value of T2 is greater than T, the value of T2 isrecalculated, whilst if the value of T2 is less than T, (step S703),then the operation starts (step S704).

By this means, it is possible to display the necessary actions atsuitable timings, regardless of the speed of the enemy character.

Difficulty Level Adjustment Processing (8)

In the image processing device applied to a game device according to thepresent embodiment, an enemy character may throw obstacles at theplayers' characters. In this case, the period of time taken for theobstacle to reach the position of the players' characters after it hasbeen thrown by the enemy character has a significant effect on the levelof difficulty of the game. If the image processing device adjusts thespeed of the players' characters, or the distance between the enemycharacter and the players' characters, in order to match this timeperiod to the level of difficulty of the game, then an unnatural imagewill result. Therefore, in this case, processing for adjusting the speedof the thrown obstacle is carried out. FIG. 24 shows a flowchartillustrating how difficulty level adjustment processing is carried outby an image processing device applied to a game device according to thisembodiment. If a flag indicating that the enemy character is attackingthe players' characters has been set (step S801), then the controlsection 10 calculates the position P that the players' characters willreach after a fixed time period has elapsed, on the basis of the currentposition and speed of the players' characters (step S802). Here, the“fixed time period” is a value set according to the level of difficultyof the game, and if the difficulty level is high, for example, then ashort time period is set. Furthermore, the calculation is carried out onthe assumption that the speed of the players' characters does not changeduring that time period.

Subsequently, the control section 10 calculates the speed SP requiredfor the obstacle launched by the enemy character to reach the position Pafter the aforementioned time period, on the basis of position P and thecurrent position of the enemy character (step S803). The obstacle isthen launched by the enemy character towards position P at thiscalculated speed SP (Step S804).

In this process, it is assumed that the speed of the players' charactersdoes not change, and therefore if the speed of the players' charactersdoes change after the obstacle has been launched, then the period oftime taken by the obstacle to reach the players' characters will bedifferent from the specified time period described above. However, sincethe time period from the launch of the obstacle until it reaches theplayers' characters is short, for instance, approximately 0.5 seconds,the acceleration made during this period will not be large enough tohave a notable effect on the level of difficulty of the game.

Course Selection Processing (9)

In the present embodiment, the rails along which the truck is runningmay branch in places (see FIG. 25( a)), and if the wrong course isselected, the players may encounter unavoidable obstacles on the courseand lose points. As illustrated in FIG. 25( b), in this case, playersselect a course by making the wheels on the same side as the course theywant to follow remain on the rails, whilst causing the wheels on theopposite side to this course to lift up in the air. This operation isperformed by a combination of actions implemented by two players, asdescribed previously. In the present embodiment, the processing load onthe game device is reduced by implementing processing whereby the trucktravels along the course on the opposite side to the correct course incases where the players do not perform any course selection operation,or in cases where they have performed an invalid operation for courseselection.

FIG. 26 is a flowchart for implementing this course selectionprocessing. Firstly, when the control section 10 judges that theplayers' truck has reached a course junction point (step S901) it readsin input information from the pedals as the truck passes the junctionpoint (step S902). It then determines whether or not the combination ofpedal operations is correct (step S903), and if it judges that a correctoperation has been performed, it implements processing whereby the truckin which the players' characters are riding proceeds along the correctcourse (step S904).

If, on the other hand, a correction operation has not been input, inother words, firstly, if the wrong course has been selected, orsecondly, if no course selection operation has been performed (in thepresent embodiment, if both right and left-side wheels are in contactwith the rails when the truck passes the junction point,) or thirdly, ifno valid course selection is made (in the present embodiment, if thetruck is in the air (jumping) when it passes the junction point,) thenof the two courses at the junction, the incorrect course will beselected.

Thereby, it is possible to reduce the players' number of points by meansof a predetermined program of a minimum size, without needing toimplement processing for “derailments”, or the like, and without havingto carry out new image processing operations, for depicting, forinstance, a jumping truck crashing into a tree standing between the tworoutes at the junction point, and hence, the processing load on thecontrol section 10 is reduced and memory space in the ROM is saved.Moreover, since this game essentially involves two players workingtogether in order to overcome adverse situations, it certainly does notdetract from the appeal of the game if the truck is made to follow acourse which inevitably causes the players to lose points if they do notact co-operatively.

Points Reduction Display Processing (10)

In this embodiment, if the players' characters suffer damage from theattacks of enemy characters or due to other obstacles, this isrepresented pictorially by depicting the truck gradually falling apart.Here, the type of damage corresponds to a number of points lost, and theremaining number of points after these points have been deductedcorresponds to a picture of the truck at one stage in its gradualdestruction. If the truck is completely destroyed, then the game ends,but before game over processing, a picture of the truck in a “verge ofdeath” state is always depicted as a special image display indicatingthat the game is about to end imminently.

FIG. 27 shows a flowchart for implementing point reduction displayprocessing of this kind. If the control unit 10 identifies that theplayers' characters have suffered damage (step S101), then it determineswhether or not the aforementioned special image display has already beenperformed (step S102). Here, the special image display serves toindicate that the players now have the minimum number of pointsremaining required to continue playing the game (for instance, 1 point),and that if they lose any further points, the game will end. Therefore,if any points are lost by damage received at step S101, the game willend immediately, and consequently, the control section 10 will carry outgame over processing (step S103).

If the special image display has not yet been performed, then thecontrol section 10 determines from the players' current points score asrecorded in the RAM, or the like, whether or not the players' pointsscore will reach the minimum level for continuing the game (1 point) orlower when points corresponding to the type of damage suffered have beendeducted (step S104). If the points score will fall to or below theminimum level, then the control section 10 reduces the players' pointsscore to 1 point. By using this points deduction operation, it ispossible to prevent the game from bypassing the state where there isonly 1 point remaining (special display state) and moving directly togame over processing, regardless of the type of damage suffered. If theplayers' points score has been reduced to 1 point by the pointsdeduction operation, then the special display image is output to thedisplay means (step S106). If the players' points score after thispoints deduction is greater than 1 point, then a display correspondingto the points score is output to the display means (step S107). In thisway, by informing the players that the game is about to end, it ispossible to advise the players to exercise caution, creating a feelingof tension in the players, who know that the game will end if theysuffer any more damage.

1. A game device comprising: an image display device that displays agame image of a game, the game having a player character being acharacter operated by a player or being a moving body that the characteris on that moves in a virtual three-dimensional space based on operationby the player; an input device for a player's input of an operationsignal to operate the player character; and a control section thatcauses the player character to move to avoid an obstacle object for afixed period of time, based on the operation signal, wherein the controlsection performs a behavior prediction calculation for the playercharacter and the obstacle object in the virtual three-dimensional spacebased on a relative speed and distance between the player character andthe obstacle object as well as their respective sizes; and judges, basedon a result of the behavior prediction calculation, whether or notcontact between the player character and the obstacle object can beavoided by the movement to avoid the obstacle object for the fixedperiod of time; and wherein when the control section judges that thecontact cannot be avoided even with the movement to avoid the obstacleobject for the fixed period time, the control section judges whether ornot the contact between the player character and the obstacle object canbe avoided by accelerating the obstacle obiect to a fixed speed in thevirtual three-dimensional space; and wherein when the control sectionjudges that the contact can be avoided by accelerating the obstacle tothe fixed speed, the control section accelerates the obstacle to thatfixed speed, performs a behavior calculation to cause the obstacleobject to move in the virtual three-dimensional space at the acceleratedmoving speed, and displays an image of the obstacle object moving at thecalculated moving speed on the image display device.
 2. The game deviceaccording to claim 1, wherein the control section performs the judgmentas to whether or not the contact can be avoided by the movement to avoidthe obstacle object for the fixed period of time, when the playercharacter is performing the movement to avoid the obstacle object forthe fixed period of time.
 3. A game device control method forcontrolling a game device performing a game, the game having a playercharacter being a character operated by a player or being a moving bodythat the character is on that moves in a virtual three-dimensional spacebased on operation by the player, and including an image display devicethat displays a game image, an input device for a player's input of anoperation signal to operate the player character, and a control section,the game device control method comprising: moving, by the controlsection, the player character to avoid an obstacle object for a fixedperiod of time, based on the operation signal; performing, by thecontrol section, a behavior prediction calculation for the playercharacter and the obstacle object in the virtual three-dimensional spacebased on a relative speed and distance between the player character andthe obstacle object as well as their respective sizes; judging, by thecontrol section, based on a result of the behavior predictioncalculation, whether or not contact between the player character and theobstacle object can be avoided by the movement to avoid the obstacleobject for the fixed period of time; and when the control section judgesthat the contact cannot be avoided even with the movement to avoid theobstacle object for a fixed period of time, judging, by the controlsection, whether or not the contact between the player character and theobstacle object can be avoided by accelerating the obstacle object to afixed speed in the virtual three-dimensional space; and wherein when thecontrol section judges that the contact can be avoided by acceleratingthe obstacle object to the fixed speed: accelerating, by the controlsection, the obstacle object to the fixed speed; performing, by thecontrol section, a behavior calculation to cause the obstacle object totravel in the virtual three-dimensional space at the acceleratedtraveling speed; and displaying, by the control section, an image of theobstacle object traveling at the accelerated traveling speed on thedisplay device.